<html><head><meta http-equiv="content-type" content="text/html; charset=utf-8"> <style>
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	</style></head><body><pre><span class='line'>  1</span> <span class="COMM">/*****************************************************************************
<span class='line'>  2</span> * Cal3D 3d character animation library
<span class='line'>  3</span> * Copyright (C) 2001, 2002 Bruno 'Beosil' Heidelberger
<span class='line'>  4</span> *
<span class='line'>  5</span> * This library is free software; you can redistribute it and/or modify it
<span class='line'>  6</span> * under the terms of the GNU Lesser General Public License as published by
<span class='line'>  7</span> * the Free Software Foundation; either version 2.1 of the License, or (at
<span class='line'>  8</span> * your option) any later version.
<span class='line'>  9</span> *****************************************************************************/</span><span class="WHIT">
<span class='line'> 10</span> 
<span class='line'> 11</span> </span><span class="COMM">/*****************************************************************************
<span class='line'> 12</span> * Cal3DJS Javascript port of Cal3D for WebGL and canvas applications
<span class='line'> 13</span> * by Humu humu2009@gmail.com
<span class='line'> 14</span> * http://code.google.com/p/cal3djs/
<span class='line'> 15</span> *****************************************************************************/</span><span class="WHIT">
<span class='line'> 16</span> 
<span class='line'> 17</span> 
<span class='line'> 18</span> </span><span class="COMM">/**
<span class='line'> 19</span> 	@class CalPhysique
<span class='line'> 20</span> */</span><span class="WHIT">
<span class='line'> 21</span> </span><span class="NAME">Cal3D.CalPhysique</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">model</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 22</span> </span><span class="WHIT">	</span><span class="NAME">this.m_model</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">model</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 23</span> </span><span class="WHIT">	</span><span class="NAME">this.m_normalize</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 24</span> </span><span class="WHIT">	</span><span class="NAME">this.m_axisFactorX</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 25</span> </span><span class="WHIT">	</span><span class="NAME">this.m_axisFactorY</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 26</span> </span><span class="WHIT">	</span><span class="NAME">this.m_axisFactorZ</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 27</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 28</span> 
<span class='line'> 29</span> </span><span class="COMM">/**
<span class='line'> 30</span> 	Calculate the transformed tangent space data.&lt;br />
<span class='line'> 31</span> 	This function calculates and returns the transformed tangent space data of a specific submesh.
<span class='line'> 32</span> 	@param {Cal3D.CalSubmesh} submesh The submesh from which the tangent space data should be calculated and returned.
<span class='line'> 33</span> 	@param {number} mapId The ID of the texture map.
<span class='line'> 34</span> 	@param {Array} tangentSpaceBuffer The user-provided buffer where the tangent space data is written to. This is an output parameter.
<span class='line'> 35</span> 	@param {number} stride (Optional). The offset from the start of one data to the start of next data, default to 4.
<span class='line'> 36</span> 	@returns {number} The number of tangent spaces written to the buffer.
<span class='line'> 37</span> */</span><span class="WHIT">
<span class='line'> 38</span> </span><span class="NAME">Cal3D.CalPhysique.prototype.calculateTangentSpaces</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">submesh</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">mapId</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">tangentSpaceBuffer</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 39</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">mapId</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">mapId</span><span class="WHIT"> </span><span class="PUNC">>=</span><span class="WHIT"> </span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorVectorTangentSpace</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">length</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'> 40</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 41</span> 
<span class='line'> 42</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NAME">undefined</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">&lt;=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'> 43</span> </span><span class="WHIT">		</span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">4</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 44</span> 
<span class='line'> 45</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">tangentSpaceBuffer.length</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NAME">submesh.getVertexCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'> 46</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 47</span> 
<span class='line'> 48</span> </span><span class="WHIT">	</span><span class="COMM">// get bone vector of the skeleton</span><span class="WHIT">
<span class='line'> 49</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorBone</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_model.getSkeleton</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorBone</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 50</span> 
<span class='line'> 51</span> </span><span class="WHIT">	</span><span class="COMM">// get vertex vector of the submesh</span><span class="WHIT">
<span class='line'> 52</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorVertex</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 53</span> 
<span class='line'> 54</span> </span><span class="WHIT">	</span><span class="COMM">// get tangent space vector of the submesh</span><span class="WHIT">
<span class='line'> 55</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorTangentSpace</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorVectorTangentSpace</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">[</span><span class="NAME">mapId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 56</span> 
<span class='line'> 57</span> </span><span class="WHIT">	</span><span class="COMM">// get the number of vertices</span><span class="WHIT">
<span class='line'> 58</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getVertexCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 59</span> 
<span class='line'> 60</span> </span><span class="WHIT">	</span><span class="COMM">// calculate tangent for all submesh vertices</span><span class="WHIT">
<span class='line'> 61</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">ti</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 62</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">v</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 63</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">&lt;</span><span class="NAME">vertexCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 64</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">tangentSpace</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorTangentSpace</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 65</span> 
<span class='line'> 66</span> </span><span class="WHIT">		</span><span class="COMM">// get the vertex</span><span class="WHIT">
<span class='line'> 67</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 68</span> 
<span class='line'> 69</span> </span><span class="WHIT">		</span><span class="COMM">// initialize tangent</span><span class="WHIT">
<span class='line'> 70</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">tx</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">ty</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">tz</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 71</span> </span><span class="WHIT">		</span><span class="NAME">tx</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 72</span> </span><span class="WHIT">		</span><span class="NAME">ty</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 73</span> </span><span class="WHIT">		</span><span class="NAME">tz</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 74</span> 
<span class='line'> 75</span> </span><span class="WHIT">		</span><span class="COMM">// blend together all vertex influences</span><span class="WHIT">
<span class='line'> 76</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">influenceCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.vectorInfluence.length</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 77</span> </span><span class="WHIT">		</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">influenceId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">influenceId</span><span class="PUNC">&lt;</span><span class="NAME">influenceCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">influenceId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 78</span> </span><span class="WHIT">			</span><span class="COMM">// get the influence</span><span class="WHIT">
<span class='line'> 79</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">influence</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.vectorInfluence</span><span class="PUNC">[</span><span class="NAME">influenceId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 80</span> 
<span class='line'> 81</span> </span><span class="WHIT">			</span><span class="COMM">// get the bone of the influence vertex</span><span class="WHIT">
<span class='line'> 82</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">bone</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorBone</span><span class="PUNC">[</span><span class="NAME">influence.boneId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 83</span> 
<span class='line'> 84</span> </span><span class="WHIT">			</span><span class="COMM">// transform normal with current state of the bone</span><span class="WHIT">
<span class='line'> 85</span> </span><span class="WHIT">			</span><span class="NAME">v.assign</span><span class="PUNC">(</span><span class="NAME">tangentSpace.tangent</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 86</span> </span><span class="WHIT">			</span><span class="NAME">v.multMatrixLocal</span><span class="PUNC">(</span><span class="NAME">bone.getTransformMatrix</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 87</span> 
<span class='line'> 88</span> </span><span class="WHIT">			</span><span class="NAME">tx</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">v.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 89</span> </span><span class="WHIT">			</span><span class="NAME">ty</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">v.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 90</span> </span><span class="WHIT">			</span><span class="NAME">tz</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">v.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 91</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'> 92</span> 
<span class='line'> 93</span> </span><span class="WHIT">		</span><span class="COMM">// re-normalize tangent if necessary</span><span class="WHIT">
<span class='line'> 94</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">this.m_normalize</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 95</span> </span><span class="WHIT">			</span><span class="NAME">tx</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorX</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 96</span> </span><span class="WHIT">			</span><span class="NAME">ty</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorY</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 97</span> </span><span class="WHIT">			</span><span class="NAME">tz</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorZ</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 98</span> 
<span class='line'> 99</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">scale</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NAME">Math.sqrt</span><span class="PUNC">(</span><span class="NAME">tx</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">tx</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NAME">ty</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">ty</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NAME">tz</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">tz</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>100</span> 
<span class='line'>101</span> </span><span class="WHIT">			</span><span class="NAME">tangentSpaceBuffer</span><span class="PUNC">[</span><span class="NAME">ti</span><span class="WHIT">    </span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">tx</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">scale</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>102</span> </span><span class="WHIT">			</span><span class="NAME">tangentSpaceBuffer</span><span class="PUNC">[</span><span class="NAME">ti</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">ty</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">scale</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>103</span> </span><span class="WHIT">			</span><span class="NAME">tangentSpaceBuffer</span><span class="PUNC">[</span><span class="NAME">ti</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">tz</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">scale</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>104</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>105</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>106</span> </span><span class="WHIT">			</span><span class="NAME">tangentSpaceBuffer</span><span class="PUNC">[</span><span class="NAME">ti</span><span class="WHIT">    </span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">tx</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>107</span> </span><span class="WHIT">			</span><span class="NAME">tangentSpaceBuffer</span><span class="PUNC">[</span><span class="NAME">ti</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">ty</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>108</span> </span><span class="WHIT">			</span><span class="NAME">tangentSpaceBuffer</span><span class="PUNC">[</span><span class="NAME">ti</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">tz</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>109</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>110</span> 
<span class='line'>111</span> </span><span class="WHIT">		</span><span class="NAME">tangentSpaceBuffer</span><span class="PUNC">[</span><span class="NAME">ti</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">3</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">tangentSpace.crossFactor</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>112</span> 
<span class='line'>113</span> </span><span class="WHIT">		</span><span class="COMM">// next vertex position in buffer</span><span class="WHIT">
<span class='line'>114</span> </span><span class="WHIT">		</span><span class="NAME">ti</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>115</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>116</span> 
<span class='line'>117</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">vertexCount</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>118</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>119</span> 
<span class='line'>120</span> </span><span class="COMM">/**
<span class='line'>121</span> 	Calculate the transformed normal data.&lt;br />
<span class='line'>122</span> 	This function calculates and returns the transformed normal data of a specific submesh.
<span class='line'>123</span> 	@param {Cal3D.CalSubmesh} submesh The submesh from which the normal data should be calculated and returned.
<span class='line'>124</span> 	@param {Array} normalBuffer The user-provided buffer where the normal data is written to.  This is an output parameter.
<span class='line'>125</span> 	@param {number} stride (Optional). The offset from the start of one data to the start of next data, default to 3.
<span class='line'>126</span> 	@returns {number} The number of normals written to the buffer.
<span class='line'>127</span> */</span><span class="WHIT">
<span class='line'>128</span> </span><span class="NAME">Cal3D.CalPhysique.prototype.calculateNormals</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">submesh</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">normalBuffer</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>129</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NAME">undefined</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">&lt;=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>130</span> </span><span class="WHIT">		</span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">3</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>131</span> 
<span class='line'>132</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">normalBuffer.length</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NAME">submesh.getVertexCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>133</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>134</span> 
<span class='line'>135</span> </span><span class="WHIT">	</span><span class="COMM">// get bone vector of the skeleton</span><span class="WHIT">
<span class='line'>136</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorBone</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_model.getSkeleton</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorBone</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>137</span> 
<span class='line'>138</span> </span><span class="WHIT">	</span><span class="COMM">// get vertex vector of the submesh</span><span class="WHIT">
<span class='line'>139</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorVertex</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>140</span> 
<span class='line'>141</span> </span><span class="WHIT">	</span><span class="COMM">// get the number of vertices</span><span class="WHIT">
<span class='line'>142</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getVertexCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>143</span> 
<span class='line'>144</span> </span><span class="WHIT">	</span><span class="COMM">// get the sub morph target vector from the core sub mesh</span><span class="WHIT">
<span class='line'>145</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorSubMorphTarget</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorCoreSubMorphTarget</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>146</span> 
<span class='line'>147</span> </span><span class="WHIT">	</span><span class="COMM">// calculate the base weight</span><span class="WHIT">
<span class='line'>148</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getBaseWeight</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>149</span> 
<span class='line'>150</span> </span><span class="WHIT">	</span><span class="COMM">// get the number of morph targets</span><span class="WHIT">
<span class='line'>151</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">morphTargetCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getMorphTargetWeightCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>152</span> 
<span class='line'>153</span> </span><span class="WHIT">	</span><span class="COMM">// calculate normal for all submesh vertices</span><span class="WHIT">
<span class='line'>154</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">ni</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>155</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">normal</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>156</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">v</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="WHIT">
<span class='line'>157</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">&lt;</span><span class="NAME">vertexCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>158</span> </span><span class="WHIT">		</span><span class="COMM">// get the vertex</span><span class="WHIT">
<span class='line'>159</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>160</span> 
<span class='line'>161</span> </span><span class="WHIT">		</span><span class="COMM">// blend the morph targets</span><span class="WHIT">
<span class='line'>162</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>163</span> </span><span class="WHIT">			</span><span class="NAME">normal.x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.normal.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>164</span> </span><span class="WHIT">			</span><span class="NAME">normal.y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.normal.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>165</span> </span><span class="WHIT">			</span><span class="NAME">normal.z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.normal.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>166</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>167</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>168</span> </span><span class="WHIT">			</span><span class="NAME">normal.x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.normal.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>169</span> </span><span class="WHIT">			</span><span class="NAME">normal.y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.normal.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>170</span> </span><span class="WHIT">			</span><span class="NAME">normal.z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.normal.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>171</span> 
<span class='line'>172</span> </span><span class="WHIT">			</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">morphTargetId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">morphTargetId</span><span class="PUNC">&lt;</span><span class="NAME">morphTargetCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">morphTargetId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>173</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">blendVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorSubMorphTarget</span><span class="PUNC">[</span><span class="NAME">morphTargetId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">getVectorBlendVertex</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>174</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getMorphTargetWeight</span><span class="PUNC">(</span><span class="NAME">morphTargetId</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>175</span> </span><span class="WHIT">				</span><span class="NAME">normal.x</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.normal.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>176</span> </span><span class="WHIT">				</span><span class="NAME">normal.y</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.normal.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>177</span> </span><span class="WHIT">				</span><span class="NAME">normal.z</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.normal.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>178</span> </span><span class="WHIT">			</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>179</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>180</span> 
<span class='line'>181</span> </span><span class="WHIT">		</span><span class="COMM">// initialize normal</span><span class="WHIT">
<span class='line'>182</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">nx</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">ny</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">nz</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>183</span> </span><span class="WHIT">		</span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>184</span> </span><span class="WHIT">		</span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>185</span> </span><span class="WHIT">		</span><span class="NAME">nz</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>186</span> 
<span class='line'>187</span> </span><span class="WHIT">		</span><span class="COMM">// blend together all vertex influences</span><span class="WHIT">
<span class='line'>188</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">influenceCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.vectorInfluence.length</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>189</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">influenceCount</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>190</span> </span><span class="WHIT">			</span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>191</span> </span><span class="WHIT">			</span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>192</span> </span><span class="WHIT">			</span><span class="NAME">nz</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>193</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT"> </span><span class="WHIT">
<span class='line'>194</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT">  </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>195</span> </span><span class="WHIT">			</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">influenceId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">influenceId</span><span class="PUNC">&lt;</span><span class="NAME">influenceCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">influenceId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>196</span> </span><span class="WHIT">				</span><span class="COMM">// get the influence</span><span class="WHIT">
<span class='line'>197</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">influence</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.vectorInfluence</span><span class="PUNC">[</span><span class="NAME">influenceId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>198</span> 
<span class='line'>199</span> </span><span class="WHIT">				</span><span class="COMM">// get the bone of the influence vertex</span><span class="WHIT">
<span class='line'>200</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">bone</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorBone</span><span class="PUNC">[</span><span class="NAME">influence.boneId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>201</span> 
<span class='line'>202</span> </span><span class="WHIT">				</span><span class="COMM">// transform normal with current state of the bone</span><span class="WHIT">
<span class='line'>203</span> </span><span class="WHIT">				</span><span class="NAME">v.assign</span><span class="PUNC">(</span><span class="NAME">normal</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>204</span> </span><span class="WHIT">				</span><span class="NAME">v.multMatrixLocal</span><span class="PUNC">(</span><span class="NAME">bone.getTransformMatrix</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>205</span> 
<span class='line'>206</span> </span><span class="WHIT">				</span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">v.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>207</span> </span><span class="WHIT">				</span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">v.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>208</span> </span><span class="WHIT">				</span><span class="NAME">nz</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">v.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>209</span> </span><span class="WHIT">			</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>210</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>211</span> 
<span class='line'>212</span> </span><span class="WHIT">		</span><span class="COMM">// re-normalize normal if necessary</span><span class="WHIT">
<span class='line'>213</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">this.m_normalize</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>214</span> </span><span class="WHIT">			</span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorX</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>215</span> </span><span class="WHIT">			</span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorY</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>216</span> </span><span class="WHIT">			</span><span class="NAME">nz</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorZ</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>217</span> 
<span class='line'>218</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">scale</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NAME">Math.sqrt</span><span class="PUNC">(</span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NAME">nz</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">nz</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>219</span> 
<span class='line'>220</span> </span><span class="WHIT">			</span><span class="NAME">normalBuffer</span><span class="PUNC">[</span><span class="NAME">ni</span><span class="WHIT">    </span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">scale</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>221</span> </span><span class="WHIT">			</span><span class="NAME">normalBuffer</span><span class="PUNC">[</span><span class="NAME">ni</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">scale</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>222</span> </span><span class="WHIT">			</span><span class="NAME">normalBuffer</span><span class="PUNC">[</span><span class="NAME">ni</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">nz</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">scale</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>223</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>224</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>225</span> </span><span class="WHIT">			</span><span class="NAME">normalBuffer</span><span class="PUNC">[</span><span class="NAME">ni</span><span class="WHIT">    </span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">nx</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>226</span> </span><span class="WHIT">			</span><span class="NAME">normalBuffer</span><span class="PUNC">[</span><span class="NAME">ni</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">ny</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>227</span> </span><span class="WHIT">			</span><span class="NAME">normalBuffer</span><span class="PUNC">[</span><span class="NAME">ni</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">nz</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>228</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>229</span> 
<span class='line'>230</span> </span><span class="WHIT">		</span><span class="NAME">ni</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>231</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>232</span> 
<span class='line'>233</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">vertexCount</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>234</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>235</span> 
<span class='line'>236</span> </span><span class="COMM">/**
<span class='line'>237</span> 	Calculate the transformed vertex data.&lt;br />
<span class='line'>238</span> 	This function calculates and returns the transformed vertex data of a specific submesh.
<span class='line'>239</span> 	@param {Cal3D.CalSubmesh} submesh The submesh from which the vertex data should be calculated and returned.
<span class='line'>240</span> 	@param {Array} vertexBuffer The user-provided buffer where the vertex data is written to.  This is an output parameter.
<span class='line'>241</span> 	@param {number} stride (Optional). The offset from the start of one data to the start of next data, default to 3.
<span class='line'>242</span> 	@returns {number} The number of vertices written to the buffer.
<span class='line'>243</span> */</span><span class="WHIT">
<span class='line'>244</span> </span><span class="NAME">Cal3D.CalPhysique.prototype.calculateVertices</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">submesh</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">vertexBuffer</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>245</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NAME">undefined</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">&lt;=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>246</span> </span><span class="WHIT">		</span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">3</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>247</span> 
<span class='line'>248</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">vertexBuffer.length</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NAME">submesh.getVertexCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>249</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>250</span> 
<span class='line'>251</span> </span><span class="WHIT">	</span><span class="COMM">// get bone vector of the skeleton</span><span class="WHIT">
<span class='line'>252</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorBone</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_model.getSkeleton</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorBone</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>253</span> 
<span class='line'>254</span> </span><span class="WHIT">	</span><span class="COMM">// get vertex vector of the core submesh</span><span class="WHIT">
<span class='line'>255</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorVertex</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>256</span> 
<span class='line'>257</span> </span><span class="WHIT">	</span><span class="COMM">// get physical property vector of the core submesh</span><span class="WHIT">
<span class='line'>258</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorPhysicalProperty</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorPhysicalProperty</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>259</span> 
<span class='line'>260</span> </span><span class="WHIT">	</span><span class="COMM">// get the number of vertices</span><span class="WHIT">
<span class='line'>261</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getVertexCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>262</span> 
<span class='line'>263</span> </span><span class="WHIT">	</span><span class="COMM">// get the sub morph target vector from the core sub mesh</span><span class="WHIT">
<span class='line'>264</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorSubMorphTarget</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorCoreSubMorphTarget</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>265</span> 
<span class='line'>266</span> </span><span class="WHIT">	</span><span class="COMM">// calculate the base weight</span><span class="WHIT">
<span class='line'>267</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getBaseWeight</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>268</span> 
<span class='line'>269</span> </span><span class="WHIT">	</span><span class="COMM">// get the number of morph targets</span><span class="WHIT">
<span class='line'>270</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">morphTargetCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getMorphTargetWeightCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>271</span> 
<span class='line'>272</span> </span><span class="WHIT">	</span><span class="COMM">// calculate all submesh vertices</span><span class="WHIT">
<span class='line'>273</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>274</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">position</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>275</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">v</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>276</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">&lt;</span><span class="NAME">vertexCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>277</span> </span><span class="WHIT">		</span><span class="COMM">// get the vertex</span><span class="WHIT">
<span class='line'>278</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>279</span> 
<span class='line'>280</span> </span><span class="WHIT">		</span><span class="COMM">// blend the morph targets</span><span class="WHIT">
<span class='line'>281</span> </span><span class="WHIT">		</span><span class="NAME">position.assign</span><span class="PUNC">(</span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>282</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>283</span> </span><span class="WHIT">			</span><span class="NAME">position.x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.position.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>284</span> </span><span class="WHIT">			</span><span class="NAME">position.y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.position.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>285</span> </span><span class="WHIT">			</span><span class="NAME">position.z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.position.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>286</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>287</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>288</span> </span><span class="WHIT">			</span><span class="NAME">position.x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.position.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>289</span> </span><span class="WHIT">			</span><span class="NAME">position.y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.position.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>290</span> </span><span class="WHIT">			</span><span class="NAME">position.z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.position.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>291</span> 
<span class='line'>292</span> </span><span class="WHIT">			</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">morphTargetId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">morphTargetId</span><span class="PUNC">&lt;</span><span class="NAME">morphTargetCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">morphTargetId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>293</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">blendVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorSubMorphTarget</span><span class="PUNC">[</span><span class="NAME">morphTargetId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">getVectorBlendVertex</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>294</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getMorphTargetWeight</span><span class="PUNC">(</span><span class="NAME">morphTargetId</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>295</span> </span><span class="WHIT">				</span><span class="NAME">position.x</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.position.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>296</span> </span><span class="WHIT">				</span><span class="NAME">position.y</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.position.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>297</span> </span><span class="WHIT">				</span><span class="NAME">position.z</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.position.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>298</span> </span><span class="WHIT">			</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>299</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>300</span> 
<span class='line'>301</span> </span><span class="WHIT">		</span><span class="COMM">// initialize vertex</span><span class="WHIT">
<span class='line'>302</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">x</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">y</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>303</span> </span><span class="WHIT">		</span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>304</span> </span><span class="WHIT">		</span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>305</span> </span><span class="WHIT">		</span><span class="NAME">z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>306</span> 
<span class='line'>307</span> </span><span class="WHIT">		</span><span class="COMM">// blend together all vertex influences</span><span class="WHIT">
<span class='line'>308</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">influenceCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.vectorInfluence.length</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>309</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">influenceCount</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>310</span> </span><span class="WHIT">			</span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">position.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>311</span> </span><span class="WHIT">			</span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">position.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>312</span> </span><span class="WHIT">			</span><span class="NAME">z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">position.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>313</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT"> </span><span class="WHIT">
<span class='line'>314</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>315</span> </span><span class="WHIT">			</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">influenceId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">influenceId</span><span class="PUNC">&lt;</span><span class="NAME">influenceCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">influenceId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>316</span> </span><span class="WHIT">				</span><span class="COMM">// get the influence</span><span class="WHIT">
<span class='line'>317</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">influence</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.vectorInfluence</span><span class="PUNC">[</span><span class="NAME">influenceId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>318</span> 
<span class='line'>319</span> </span><span class="WHIT">				</span><span class="COMM">// get the bone of the influence vertex</span><span class="WHIT">
<span class='line'>320</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">bone</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorBone</span><span class="PUNC">[</span><span class="NAME">influence.boneId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>321</span> 
<span class='line'>322</span> </span><span class="WHIT">				</span><span class="COMM">// transform vertex with current state of the bone</span><span class="WHIT">
<span class='line'>323</span> </span><span class="WHIT">				</span><span class="NAME">v.assign</span><span class="PUNC">(</span><span class="NAME">position</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>324</span> </span><span class="WHIT">				</span><span class="NAME">v.multMatrixLocal</span><span class="PUNC">(</span><span class="NAME">bone.getTransformMatrix</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>325</span> </span><span class="WHIT">				</span><span class="NAME">v.addLocal</span><span class="PUNC">(</span><span class="NAME">bone.getTranslationBoneSpace</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>326</span> 
<span class='line'>327</span> </span><span class="WHIT">				</span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">v.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>328</span> </span><span class="WHIT">				</span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">v.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>329</span> </span><span class="WHIT">				</span><span class="NAME">z</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">v.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>330</span> </span><span class="WHIT">			</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>331</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>332</span> 
<span class='line'>333</span> </span><span class="WHIT">		</span><span class="COMM">// save vertex position</span><span class="WHIT">
<span class='line'>334</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getSpringCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">></span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">&&</span><span class="WHIT"> </span><span class="NAME">submesh.hasInternalData</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>335</span> </span><span class="WHIT">			</span><span class="COMM">// get the pgysical property of the vertex</span><span class="WHIT">
<span class='line'>336</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">physicalProperty</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorPhysicalProperty</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>337</span> 
<span class='line'>338</span> </span><span class="WHIT">			</span><span class="COMM">// assign new vertex position if there is no vertex weight</span><span class="WHIT">
<span class='line'>339</span> </span><span class="WHIT">			</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">physicalProperty.weight</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>340</span> </span><span class="WHIT">				</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT">    </span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorX</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>341</span> </span><span class="WHIT">				</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorY</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>342</span> </span><span class="WHIT">				</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">z</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorZ</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>343</span> </span><span class="WHIT">			</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>344</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>345</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>346</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT">    </span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorX</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>347</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorY</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>348</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">z</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorZ</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>349</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>350</span> 
<span class='line'>351</span> </span><span class="WHIT">		</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>352</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>353</span> 
<span class='line'>354</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">vertexCount</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>355</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>356</span> 
<span class='line'>357</span> </span><span class="COMM">/**
<span class='line'>358</span> 	Calculate a transformed vertex.&lt;br />
<span class='line'>359</span> 	This function calculates and returns a transformed vertex of a specific submesh.
<span class='line'>360</span> 	@param {Cal3D.CalSubmesh} submesh The submesh from which the vertex should be calculated and returned.
<span class='line'>361</span> 	@param {number} vertexId The ID of the vertex that should be transformed.
<span class='line'>362</span> 	@returns {Cal3D.CalVector} The transformed vertex.
<span class='line'>363</span> */</span><span class="WHIT">
<span class='line'>364</span> </span><span class="NAME">Cal3D.CalPhysique.prototype.calculateVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">submesh</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>365</span> </span><span class="WHIT">	</span><span class="COMM">// get bone vector of the skeleton</span><span class="WHIT">
<span class='line'>366</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorBone</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_model.getSkeleton</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorBone</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>367</span> 
<span class='line'>368</span> </span><span class="WHIT">	</span><span class="COMM">// get vertex of the core submesh</span><span class="WHIT">
<span class='line'>369</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorVertex</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>370</span> 
<span class='line'>371</span> </span><span class="WHIT">	</span><span class="COMM">// get the sub morph target vector from the core sub mesh</span><span class="WHIT">
<span class='line'>372</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorSubMorphTarget</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorCoreSubMorphTarget</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>373</span> 
<span class='line'>374</span> </span><span class="WHIT">	</span><span class="COMM">// calculate the base weight</span><span class="WHIT">
<span class='line'>375</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getBaseWeight</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>376</span> 
<span class='line'>377</span> </span><span class="WHIT">	</span><span class="COMM">// get the number of morph targets</span><span class="WHIT">
<span class='line'>378</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">morphTargetCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getMorphTargetWeightCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>379</span> 
<span class='line'>380</span> </span><span class="WHIT">	</span><span class="COMM">// get the vertex</span><span class="WHIT">
<span class='line'>381</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>382</span> 
<span class='line'>383</span> </span><span class="WHIT">	</span><span class="COMM">// blend the morph targets</span><span class="WHIT">
<span class='line'>384</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">position</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">(</span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>385</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>386</span> </span><span class="WHIT">		</span><span class="NAME">position.x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.position.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>387</span> </span><span class="WHIT">		</span><span class="NAME">position.y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.position.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>388</span> </span><span class="WHIT">		</span><span class="NAME">position.z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.position.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>389</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>390</span> </span><span class="WHIT">	</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>391</span> </span><span class="WHIT">		</span><span class="NAME">position.x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.position.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>392</span> </span><span class="WHIT">		</span><span class="NAME">position.y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.position.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>393</span> </span><span class="WHIT">		</span><span class="NAME">position.z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.position.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>394</span> 
<span class='line'>395</span> </span><span class="WHIT">		</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">morphTargetId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">morphTargetId</span><span class="PUNC">&lt;</span><span class="NAME">morphTargetCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">morphTargetId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>396</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">blendVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorSubMorphTarget</span><span class="PUNC">[</span><span class="NAME">morphTargetId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">getVectorBlendVertex</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>397</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getMorphTargetWeight</span><span class="PUNC">(</span><span class="NAME">morphTargetId</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>398</span> </span><span class="WHIT">			</span><span class="NAME">position.x</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.position.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>399</span> </span><span class="WHIT">			</span><span class="NAME">position.y</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.position.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>400</span> </span><span class="WHIT">			</span><span class="NAME">position.z</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.position.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>401</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>402</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>403</span> 
<span class='line'>404</span> </span><span class="WHIT">	</span><span class="COMM">// initialize vertex</span><span class="WHIT">
<span class='line'>405</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">x</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">y</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>406</span> </span><span class="WHIT">	</span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>407</span> </span><span class="WHIT">	</span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>408</span> </span><span class="WHIT">	</span><span class="NAME">z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>409</span> 
<span class='line'>410</span> </span><span class="WHIT">	</span><span class="COMM">// blend together all vertex influences</span><span class="WHIT">
<span class='line'>411</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">v</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>412</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">influenceCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.vectorInfluence.length</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>413</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">influenceCount</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>414</span> </span><span class="WHIT">		</span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">position.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>415</span> </span><span class="WHIT">		</span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">position.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>416</span> </span><span class="WHIT">		</span><span class="NAME">z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">position.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>417</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT"> </span><span class="WHIT">
<span class='line'>418</span> </span><span class="WHIT">	</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>419</span> </span><span class="WHIT">		</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">influenceId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">influenceId</span><span class="PUNC">&lt;</span><span class="NAME">influenceCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">influenceId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>420</span> </span><span class="WHIT">			</span><span class="COMM">// get the influence</span><span class="WHIT">
<span class='line'>421</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">influence</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.vectorInfluence</span><span class="PUNC">[</span><span class="NAME">influenceId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>422</span> 
<span class='line'>423</span> </span><span class="WHIT">			</span><span class="COMM">// get the bone of the influence vertex</span><span class="WHIT">
<span class='line'>424</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">bone</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorBone</span><span class="PUNC">[</span><span class="NAME">influence.boneId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>425</span> 
<span class='line'>426</span> </span><span class="WHIT">			</span><span class="COMM">// transform vertex with current state of the bone</span><span class="WHIT">
<span class='line'>427</span> </span><span class="WHIT">			</span><span class="NAME">v.assign</span><span class="PUNC">(</span><span class="NAME">position</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>428</span> </span><span class="WHIT">			</span><span class="NAME">v.multMatrixLocal</span><span class="PUNC">(</span><span class="NAME">bone.getTransformMatrix</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>429</span> </span><span class="WHIT">			</span><span class="NAME">v.addLocal</span><span class="PUNC">(</span><span class="NAME">bone.getTranslationBoneSpace</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>430</span> </span><span class="WHIT">			</span><span class="WHIT">
<span class='line'>431</span> </span><span class="WHIT">			</span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">v.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>432</span> </span><span class="WHIT">			</span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">v.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>433</span> </span><span class="WHIT">			</span><span class="NAME">z</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">v.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>434</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>435</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>436</span> 
<span class='line'>437</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">(</span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorX</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorY</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">z</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorZ</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>438</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>439</span> 
<span class='line'>440</span> </span><span class="COMM">/**
<span class='line'>441</span> 	Calculate the transformed vertex and vertex normal data.&lt;br />
<span class='line'>442</span> 	This function calculates and returns the transformed vertex and the transformed normal datadata of a specific submesh.
<span class='line'>443</span> 	@param {Cal3D.CalSubmesh} submesh The submesh from which the vertex and normal data should be calculated and returned.
<span class='line'>444</span> 	@param {Array} vertexBuffer The user-provided buffer where the vertex and normal data is written to.  This is an output parameter.
<span class='line'>445</span> 	@param {number} stride (Optional). The offset from the start of one data to the start of next data, default to 6.
<span class='line'>446</span> 	@returns {number} The number of vertices written to the buffer.
<span class='line'>447</span> */</span><span class="WHIT">
<span class='line'>448</span> </span><span class="NAME">Cal3D.CalPhysique.prototype.calculateVerticesAndNormals</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">submesh</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">vertexBuffer</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>449</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NAME">undefined</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">&lt;=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>450</span> </span><span class="WHIT">		</span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">6</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>451</span> 
<span class='line'>452</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">vertexBuffer.length</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NAME">submesh.getVertexCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>453</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>454</span> 
<span class='line'>455</span> </span><span class="WHIT">	</span><span class="COMM">// get bone vector of the skeleton</span><span class="WHIT">
<span class='line'>456</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorBone</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_model.getSkeleton</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorBone</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>457</span> 
<span class='line'>458</span> </span><span class="WHIT">	</span><span class="COMM">// get vertex vector of the core submesh</span><span class="WHIT">
<span class='line'>459</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorVertex</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>460</span> 
<span class='line'>461</span> </span><span class="WHIT">	</span><span class="COMM">// get physical property vector of the core submesh</span><span class="WHIT">
<span class='line'>462</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorPhysicalProperty</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorPhysicalProperty</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>463</span> 
<span class='line'>464</span> </span><span class="WHIT">	</span><span class="COMM">// get the number of vertices</span><span class="WHIT">
<span class='line'>465</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getVertexCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>466</span> 
<span class='line'>467</span> </span><span class="WHIT">	</span><span class="COMM">// get the sub morph target vector from the core sub mesh</span><span class="WHIT">
<span class='line'>468</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorSubMorphTarget</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorCoreSubMorphTarget</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>469</span> 
<span class='line'>470</span> </span><span class="WHIT">	</span><span class="COMM">// calculate the base weight</span><span class="WHIT">
<span class='line'>471</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getBaseWeight</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>472</span> 
<span class='line'>473</span> </span><span class="WHIT">	</span><span class="COMM">// get the number of morph targets</span><span class="WHIT">
<span class='line'>474</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">morphTargetCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getMorphTargetWeightCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>475</span> 
<span class='line'>476</span> </span><span class="WHIT">	</span><span class="COMM">// calculate all submesh vertices</span><span class="WHIT">
<span class='line'>477</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>478</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">v</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>479</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">n</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>480</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">position</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>481</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">normal</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>482</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">&lt;</span><span class="NAME">vertexCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>483</span> </span><span class="WHIT">		</span><span class="COMM">// get the vertex</span><span class="WHIT">
<span class='line'>484</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>485</span> 
<span class='line'>486</span> </span><span class="WHIT">		</span><span class="COMM">// blend the morph targets</span><span class="WHIT">
<span class='line'>487</span> </span><span class="WHIT">		</span><span class="NAME">position.assign</span><span class="PUNC">(</span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>488</span> </span><span class="WHIT">		</span><span class="NAME">normal.assign</span><span class="PUNC">(</span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>489</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>490</span> </span><span class="WHIT">			</span><span class="NAME">position.x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.position.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>491</span> </span><span class="WHIT">			</span><span class="NAME">position.y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.position.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>492</span> </span><span class="WHIT">			</span><span class="NAME">position.z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.position.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>493</span> </span><span class="WHIT">			</span><span class="NAME">normal.x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.normal.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>494</span> </span><span class="WHIT">			</span><span class="NAME">normal.y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.normal.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>495</span> </span><span class="WHIT">			</span><span class="NAME">normal.z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.normal.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>496</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>497</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>498</span> </span><span class="WHIT">			</span><span class="NAME">position.x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.position.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>499</span> </span><span class="WHIT">			</span><span class="NAME">position.y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.position.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>500</span> </span><span class="WHIT">			</span><span class="NAME">position.z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.position.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>501</span> </span><span class="WHIT">			</span><span class="NAME">normal.x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.normal.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>502</span> </span><span class="WHIT">			</span><span class="NAME">normal.y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.normal.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>503</span> </span><span class="WHIT">			</span><span class="NAME">normal.z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.normal.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>504</span> 
<span class='line'>505</span> </span><span class="WHIT">			</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">morphTargetId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">morphTargetId</span><span class="PUNC">&lt;</span><span class="NAME">morphTargetCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">morphTargetId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>506</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">blendVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorSubMorphTarget</span><span class="PUNC">[</span><span class="NAME">morphTargetId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">getVectorBlendVertex</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>507</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getMorphTargetWeight</span><span class="PUNC">(</span><span class="NAME">morphTargetId</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>508</span> </span><span class="WHIT">				</span><span class="NAME">position.x</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.position.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>509</span> </span><span class="WHIT">				</span><span class="NAME">position.y</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.position.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>510</span> </span><span class="WHIT">				</span><span class="NAME">position.z</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.position.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>511</span> </span><span class="WHIT">				</span><span class="NAME">normal.x</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.normal.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>512</span> </span><span class="WHIT">				</span><span class="NAME">normal.y</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.normal.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>513</span> </span><span class="WHIT">				</span><span class="NAME">normal.z</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.normal.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>514</span> </span><span class="WHIT">			</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>515</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>516</span> 
<span class='line'>517</span> </span><span class="WHIT">		</span><span class="COMM">// initialize vertex</span><span class="WHIT">
<span class='line'>518</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">x</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">y</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>519</span> </span><span class="WHIT">		</span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>520</span> </span><span class="WHIT">		</span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>521</span> </span><span class="WHIT">		</span><span class="NAME">z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>522</span> 
<span class='line'>523</span> </span><span class="WHIT">		</span><span class="COMM">// initialize normal</span><span class="WHIT">
<span class='line'>524</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">nx</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">ny</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">nz</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>525</span> </span><span class="WHIT">		</span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>526</span> </span><span class="WHIT">		</span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>527</span> </span><span class="WHIT">		</span><span class="NAME">nz</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>528</span> 
<span class='line'>529</span> </span><span class="WHIT">		</span><span class="COMM">// blend together all vertex influences</span><span class="WHIT">
<span class='line'>530</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">influenceCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.vectorInfluence.length</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>531</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">influenceCount</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>532</span> </span><span class="WHIT">			</span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">position.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>533</span> </span><span class="WHIT">			</span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">position.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>534</span> </span><span class="WHIT">			</span><span class="NAME">z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">position.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>535</span> </span><span class="WHIT">			</span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>536</span> </span><span class="WHIT">			</span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>537</span> </span><span class="WHIT">			</span><span class="NAME">nz</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>538</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT"> </span><span class="WHIT">
<span class='line'>539</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>540</span> </span><span class="WHIT">			</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">influenceId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">influenceId</span><span class="PUNC">&lt;</span><span class="NAME">influenceCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">influenceId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>541</span> </span><span class="WHIT">				</span><span class="COMM">// get the influence</span><span class="WHIT">
<span class='line'>542</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">influence</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.vectorInfluence</span><span class="PUNC">[</span><span class="NAME">influenceId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>543</span> 
<span class='line'>544</span> </span><span class="WHIT">				</span><span class="COMM">// get the bone of the influence vertex</span><span class="WHIT">
<span class='line'>545</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">bone</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorBone</span><span class="PUNC">[</span><span class="NAME">influence.boneId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>546</span> 
<span class='line'>547</span> </span><span class="WHIT">				</span><span class="COMM">// transform vertex with current state of the bone</span><span class="WHIT">
<span class='line'>548</span> </span><span class="WHIT">				</span><span class="NAME">v.assign</span><span class="PUNC">(</span><span class="NAME">position</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>549</span> </span><span class="WHIT">				</span><span class="NAME">v.multMatrixLocal</span><span class="PUNC">(</span><span class="NAME">bone.getTransformMatrix</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>550</span> </span><span class="WHIT">				</span><span class="NAME">v.addLocal</span><span class="PUNC">(</span><span class="NAME">bone.getTranslationBoneSpace</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>551</span> </span><span class="WHIT">				</span><span class="WHIT">
<span class='line'>552</span> </span><span class="WHIT">				</span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">v.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>553</span> </span><span class="WHIT">				</span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">v.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>554</span> </span><span class="WHIT">				</span><span class="NAME">z</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">v.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>555</span> 
<span class='line'>556</span> </span><span class="WHIT">				</span><span class="COMM">// transform normal with current state of the bone</span><span class="WHIT">
<span class='line'>557</span> </span><span class="WHIT">				</span><span class="NAME">n.assign</span><span class="PUNC">(</span><span class="NAME">normal</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>558</span> </span><span class="WHIT">				</span><span class="NAME">n.multMatrixLocal</span><span class="PUNC">(</span><span class="NAME">bone.getTransformMatrix</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>559</span> 
<span class='line'>560</span> </span><span class="WHIT">				</span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">n.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>561</span> </span><span class="WHIT">				</span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">n.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>562</span> </span><span class="WHIT">				</span><span class="NAME">nz</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">n.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>563</span> </span><span class="WHIT">			</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>564</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>565</span> 
<span class='line'>566</span> </span><span class="WHIT">		</span><span class="COMM">// save vertex position</span><span class="WHIT">
<span class='line'>567</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getSpringCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">></span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">&&</span><span class="WHIT"> </span><span class="NAME">submesh.hasInternalData</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>568</span> </span><span class="WHIT">			</span><span class="COMM">// get the pgysical property of the vertex</span><span class="WHIT">
<span class='line'>569</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">physicalProperty</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorPhysicalProperty</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>570</span> 
<span class='line'>571</span> </span><span class="WHIT">			</span><span class="COMM">// assign new vertex position if there is no vertex weight</span><span class="WHIT">
<span class='line'>572</span> </span><span class="WHIT">			</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">physicalProperty.weight</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>573</span> </span><span class="WHIT">				</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT">    </span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorX</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>574</span> </span><span class="WHIT">				</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorY</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>575</span> </span><span class="WHIT">				</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">z</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorZ</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>576</span> </span><span class="WHIT">			</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>577</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>578</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>579</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT">    </span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorX</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>580</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorY</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>581</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">z</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorZ</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>582</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>583</span> 
<span class='line'>584</span> </span><span class="WHIT">		</span><span class="COMM">// re-normalize normal if necessary</span><span class="WHIT">
<span class='line'>585</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">this.m_normalize</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>586</span> </span><span class="WHIT">			</span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorX</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>587</span> </span><span class="WHIT">			</span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorY</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>588</span> </span><span class="WHIT">			</span><span class="NAME">nz</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorZ</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>589</span> 
<span class='line'>590</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">scale</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NAME">Math.sqrt</span><span class="PUNC">(</span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NAME">nz</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">nz</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>591</span> 
<span class='line'>592</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">3</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">scale</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>593</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">4</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">scale</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>594</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">5</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">nz</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">scale</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>595</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>596</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>597</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">3</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">nx</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>598</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">4</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">ny</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>599</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">5</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">nz</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>600</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>601</span> 
<span class='line'>602</span> </span><span class="WHIT">		</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>603</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>604</span> 
<span class='line'>605</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">vertexCount</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>606</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>607</span> 
<span class='line'>608</span> </span><span class="COMM">/**
<span class='line'>609</span> 	Calculate the transformed vertex, vertex normal and texture coordinate data.&lt;br />
<span class='line'>610</span> 	This function calculates and returns the transformed vertex, the transformed normal data and the texture coordinates of a specific submesh.
<span class='line'>611</span> 	@param {Cal3D.CalSubmesh} submesh The submesh from which the vertex, normal and texture coordinate data should be calculated and returned.
<span class='line'>612</span> 	@param {Array} vertexBuffer The user-provided buffer where the vertex, normal and texture coordinate data is written to.  This is an output parameter.
<span class='line'>613</span> 	@param {number} numTexCoords The number of texture maps whose texture coordinates is required, since there can be 0 or more than 1 texture maps defined.
<span class='line'>614</span> 	@returns {number} The number of vertices written to the buffer.
<span class='line'>615</span> */</span><span class="WHIT">
<span class='line'>616</span> </span><span class="NAME">Cal3D.CalPhysique.prototype.calculateVerticesNormalsAndTexCoords</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">submesh</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">vertexBuffer</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">numTexCoords</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>617</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">numTexCoords</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NAME">undefined</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>618</span> </span><span class="WHIT">		</span><span class="NAME">numTexCoords</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>619</span> 
<span class='line'>620</span> </span><span class="WHIT">	</span><span class="COMM">// get bone vector of the skeleton</span><span class="WHIT">
<span class='line'>621</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorBone</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_model.getSkeleton</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorBone</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>622</span> 
<span class='line'>623</span> </span><span class="WHIT">	</span><span class="COMM">// get vertex vector of the core submesh</span><span class="WHIT">
<span class='line'>624</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorVertex</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>625</span> 
<span class='line'>626</span> </span><span class="WHIT">	</span><span class="COMM">// get the texture coordinate vector vector</span><span class="WHIT">
<span class='line'>627</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorvectorTextureCoordinate</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorVectorTextureCoordinate</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>628</span> 
<span class='line'>629</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">textureCoordinateCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorvectorTextureCoordinate.length</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>630</span> 
<span class='line'>631</span> </span><span class="WHIT">	</span><span class="COMM">// check if the given texture coord count is valid</span><span class="WHIT">
<span class='line'>632</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">numTexCoords</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">numTexCoords</span><span class="WHIT"> </span><span class="PUNC">></span><span class="WHIT"> </span><span class="NAME">textureCoordinateCount</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>633</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">textureCoordinateCount</span><span class="WHIT"> </span><span class="PUNC">!=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>634</span> </span><span class="WHIT">			</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="PUNC">-</span><span class="NUMB">1</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>635</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>636</span> 
<span class='line'>637</span> </span><span class="WHIT">	</span><span class="COMM">// get physical property vector of the core submesh</span><span class="WHIT">
<span class='line'>638</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorPhysicalProperty</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorPhysicalProperty</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>639</span> 
<span class='line'>640</span> </span><span class="WHIT">	</span><span class="COMM">// get the number of vertices</span><span class="WHIT">
<span class='line'>641</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getVertexCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>642</span> 
<span class='line'>643</span> </span><span class="WHIT">	</span><span class="COMM">// get the sub morph target vector from the core sub mesh</span><span class="WHIT">
<span class='line'>644</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorSubMorphTarget</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorCoreSubMorphTarget</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>645</span> 
<span class='line'>646</span> </span><span class="WHIT">	</span><span class="COMM">// calculate the base weight</span><span class="WHIT">
<span class='line'>647</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getBaseWeight</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>648</span> 
<span class='line'>649</span> </span><span class="WHIT">	</span><span class="COMM">// get the number of morph targets</span><span class="WHIT">
<span class='line'>650</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">morphTargetCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getMorphTargetWeightCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>651</span> 
<span class='line'>652</span> </span><span class="WHIT">	</span><span class="COMM">// calculate all submesh vertices</span><span class="WHIT">
<span class='line'>653</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>654</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">position</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>655</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">normal</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>656</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">&lt;</span><span class="NAME">vertexCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>657</span> </span><span class="WHIT">		</span><span class="COMM">// get the vertex</span><span class="WHIT">
<span class='line'>658</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>659</span> 
<span class='line'>660</span> </span><span class="WHIT">		</span><span class="COMM">// blend the morph targets</span><span class="WHIT">
<span class='line'>661</span> </span><span class="WHIT">		</span><span class="NAME">position.assign</span><span class="PUNC">(</span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>662</span> </span><span class="WHIT">		</span><span class="NAME">normal.assign</span><span class="PUNC">(</span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>663</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>664</span> </span><span class="WHIT">			</span><span class="NAME">position.x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.position.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>665</span> </span><span class="WHIT">			</span><span class="NAME">position.y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.position.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>666</span> </span><span class="WHIT">			</span><span class="NAME">position.z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.position.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>667</span> </span><span class="WHIT">			</span><span class="NAME">normal.x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.normal.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>668</span> </span><span class="WHIT">			</span><span class="NAME">normal.y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.normal.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>669</span> </span><span class="WHIT">			</span><span class="NAME">normal.z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.normal.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>670</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>671</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>672</span> </span><span class="WHIT">			</span><span class="NAME">position.x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.position.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>673</span> </span><span class="WHIT">			</span><span class="NAME">position.y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.position.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>674</span> </span><span class="WHIT">			</span><span class="NAME">position.z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.position.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>675</span> </span><span class="WHIT">			</span><span class="NAME">normal.x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.normal.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>676</span> </span><span class="WHIT">			</span><span class="NAME">normal.y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.normal.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>677</span> </span><span class="WHIT">			</span><span class="NAME">normal.z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.normal.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>678</span> 
<span class='line'>679</span> </span><span class="WHIT">			</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">morphTargetId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">morphTargetId</span><span class="PUNC">&lt;</span><span class="NAME">morphTargetCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">morphTargetId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>680</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">blendVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorSubMorphTarget</span><span class="PUNC">[</span><span class="NAME">morphTargetId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">getVectorBlendVertex</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>681</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getMorphTargetWeight</span><span class="PUNC">(</span><span class="NAME">morphTargetId</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>682</span> </span><span class="WHIT">				</span><span class="NAME">position.x</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.position.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>683</span> </span><span class="WHIT">				</span><span class="NAME">position.y</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.position.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>684</span> </span><span class="WHIT">				</span><span class="NAME">position.z</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.position.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>685</span> </span><span class="WHIT">				</span><span class="NAME">normal.x</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.normal.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>686</span> </span><span class="WHIT">				</span><span class="NAME">normal.y</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.normal.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>687</span> </span><span class="WHIT">				</span><span class="NAME">normal.z</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.normal.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>688</span> </span><span class="WHIT">			</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>689</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>690</span> 
<span class='line'>691</span> </span><span class="WHIT">		</span><span class="COMM">// initialize vertex</span><span class="WHIT">
<span class='line'>692</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">x</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">y</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>693</span> </span><span class="WHIT">		</span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>694</span> </span><span class="WHIT">		</span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>695</span> </span><span class="WHIT">		</span><span class="NAME">z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>696</span> 
<span class='line'>697</span> </span><span class="WHIT">		</span><span class="COMM">// initialize normal</span><span class="WHIT">
<span class='line'>698</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">nx</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">ny</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">nz</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>699</span> </span><span class="WHIT">		</span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>700</span> </span><span class="WHIT">		</span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>701</span> </span><span class="WHIT">		</span><span class="NAME">nz</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>702</span> 
<span class='line'>703</span> </span><span class="WHIT">		</span><span class="COMM">// blend together all vertex influences</span><span class="WHIT">
<span class='line'>704</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">influenceCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.vectorInfluence.length</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>705</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">influenceCount</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>706</span> </span><span class="WHIT">			</span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">position.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>707</span> </span><span class="WHIT">			</span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">position.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>708</span> </span><span class="WHIT">			</span><span class="NAME">z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">position.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>709</span> </span><span class="WHIT">			</span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>710</span> </span><span class="WHIT">			</span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>711</span> </span><span class="WHIT">			</span><span class="NAME">nz</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>712</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT"> </span><span class="WHIT">
<span class='line'>713</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>714</span> </span><span class="WHIT">			</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">influenceId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">influenceId</span><span class="PUNC">&lt;</span><span class="NAME">influenceCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">influenceId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>715</span> </span><span class="WHIT">				</span><span class="COMM">// get the influence</span><span class="WHIT">
<span class='line'>716</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">influence</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.vectorInfluence</span><span class="PUNC">[</span><span class="NAME">influenceId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>717</span> 
<span class='line'>718</span> </span><span class="WHIT">				</span><span class="COMM">// get the bone of the influence vertex</span><span class="WHIT">
<span class='line'>719</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">bone</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorBone</span><span class="PUNC">[</span><span class="NAME">influence.boneId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>720</span> 
<span class='line'>721</span> </span><span class="WHIT">				</span><span class="COMM">// transform vertex with current state of the bone</span><span class="WHIT">
<span class='line'>722</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">v</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">(</span><span class="NAME">position</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>723</span> </span><span class="WHIT">				</span><span class="NAME">v.multMatrixLocal</span><span class="PUNC">(</span><span class="NAME">bone.getTransformMatrix</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>724</span> </span><span class="WHIT">				</span><span class="NAME">v.addLocal</span><span class="PUNC">(</span><span class="NAME">bone.getTranslationBoneSpace</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>725</span> 
<span class='line'>726</span> </span><span class="WHIT">				</span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">v.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>727</span> </span><span class="WHIT">				</span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">v.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>728</span> </span><span class="WHIT">				</span><span class="NAME">z</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">v.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>729</span> 
<span class='line'>730</span> </span><span class="WHIT">				</span><span class="COMM">// transform normal with current state of the bone</span><span class="WHIT">
<span class='line'>731</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">n</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">(</span><span class="NAME">normal</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>732</span> </span><span class="WHIT">				</span><span class="NAME">n.multMatrixLocal</span><span class="PUNC">(</span><span class="NAME">bone.getTransformMatrix</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>733</span> 
<span class='line'>734</span> </span><span class="WHIT">				</span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">n.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>735</span> </span><span class="WHIT">				</span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">n.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>736</span> </span><span class="WHIT">				</span><span class="NAME">nz</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">n.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>737</span> </span><span class="WHIT">			</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>738</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>739</span> 
<span class='line'>740</span> </span><span class="WHIT">		</span><span class="COMM">// save vertex position</span><span class="WHIT">
<span class='line'>741</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getSpringCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">></span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">&&</span><span class="WHIT"> </span><span class="NAME">submesh.hasInternalData</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>742</span> </span><span class="WHIT">			</span><span class="COMM">// get the pgysical property of the vertex</span><span class="WHIT">
<span class='line'>743</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">physicalProperty</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorPhysicalProperty</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>744</span> 
<span class='line'>745</span> </span><span class="WHIT">			</span><span class="COMM">// assign new vertex position if there is no vertex weight</span><span class="WHIT">
<span class='line'>746</span> </span><span class="WHIT">			</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">physicalProperty.weight</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>747</span> </span><span class="WHIT">				</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT">    </span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorX</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>748</span> </span><span class="WHIT">				</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorY</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>749</span> </span><span class="WHIT">				</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">z</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorZ</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>750</span> </span><span class="WHIT">			</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>751</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>752</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>753</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT">    </span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorX</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>754</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorY</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>755</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">z</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorZ</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>756</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>757</span> 
<span class='line'>758</span> </span><span class="WHIT">		</span><span class="COMM">// re-normalize normal if necessary</span><span class="WHIT">
<span class='line'>759</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">this.m_normalize</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>760</span> </span><span class="WHIT">			</span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorX</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>761</span> </span><span class="WHIT">			</span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorY</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>762</span> </span><span class="WHIT">			</span><span class="NAME">nz</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorZ</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>763</span> 
<span class='line'>764</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">scale</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NAME">Math.sqrt</span><span class="PUNC">(</span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NAME">nz</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">nz</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>765</span> 
<span class='line'>766</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">3</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">scale</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>767</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">4</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">scale</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>768</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">5</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">nz</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">scale</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>769</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>770</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>771</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">3</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">nx</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>772</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">4</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">ny</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>773</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">5</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">nz</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>774</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>775</span> 
<span class='line'>776</span> </span><span class="WHIT">		</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">6</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>777</span> 
<span class='line'>778</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">textureCoordinateCount</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>779</span> </span><span class="WHIT">			</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">numTexCoords</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>780</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>781</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>782</span> </span><span class="WHIT">			</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">mapId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">mapId</span><span class="PUNC">&lt;</span><span class="NAME">numTexCoords</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">mapId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>783</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">textureCoord</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorvectorTextureCoordinate</span><span class="PUNC">[</span><span class="NAME">mapId</span><span class="PUNC">]</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>784</span> </span><span class="WHIT">				</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT">    </span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">textureCoord.u</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>785</span> </span><span class="WHIT">				</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">textureCoord.v</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>786</span> 
<span class='line'>787</span> </span><span class="WHIT">				</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>788</span> </span><span class="WHIT">			</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>789</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>790</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>791</span> 
<span class='line'>792</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">vertexCount</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>793</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>794</span> 
<span class='line'>795</span> </span><span class="COMM">/**
<span class='line'>796</span> 	Update all the internally handled attached meshes.
<span class='line'>797</span> 	This function updates all the attached meshes of the model that are handled internally.
<span class='line'>798</span> */</span><span class="WHIT">
<span class='line'>799</span> </span><span class="NAME">Cal3D.CalPhysique.prototype.update</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>800</span> </span><span class="WHIT">	</span><span class="COMM">// get the attached meshes vector</span><span class="WHIT">
<span class='line'>801</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorMesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_model.getVectorMesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>802</span> 
<span class='line'>803</span> </span><span class="WHIT">	</span><span class="COMM">// loop through all the attached meshes</span><span class="WHIT">
<span class='line'>804</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">meshId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">meshId</span><span class="PUNC">&lt;</span><span class="NAME">vectorMesh.length</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">meshId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>805</span> </span><span class="WHIT">		</span><span class="COMM">// get the submesh vector of the mesh</span><span class="WHIT">
<span class='line'>806</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorSubmesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorMesh</span><span class="PUNC">[</span><span class="NAME">meshId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">getVectorSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>807</span> 
<span class='line'>808</span> </span><span class="WHIT">		</span><span class="COMM">// loop through all the submeshes of the mesh</span><span class="WHIT">
<span class='line'>809</span> </span><span class="WHIT">		</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">submeshId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">submeshId</span><span class="PUNC">&lt;</span><span class="NAME">vectorSubmesh.length</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">submeshId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>810</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">submesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorSubmesh</span><span class="PUNC">[</span><span class="NAME">submeshId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>811</span> </span><span class="WHIT">			</span><span class="COMM">// check if the submesh handles vertex data internally</span><span class="WHIT">
<span class='line'>812</span> </span><span class="WHIT">			</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">submesh.hasInternalData</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>813</span> </span><span class="WHIT">				</span><span class="COMM">// calculate the transformed vertices and normals and store them in the submesh</span><span class="WHIT">
<span class='line'>814</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getVectorVertex</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>815</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorNormal</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getVectorNormal</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>816</span> </span><span class="WHIT">				</span><span class="NAME">this.calculateVerticesAndNormalsInternal</span><span class="PUNC">(</span><span class="NAME">submesh</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">vectorNormal</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>817</span> 
<span class='line'>818</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorTangentSpaceCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getVectorVectorTangentSpace</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">length</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>819</span> </span><span class="WHIT">				</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">mapId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">mapId</span><span class="PUNC">&lt;</span><span class="NAME">vectorTangentSpaceCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">mapId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>820</span> </span><span class="WHIT">					</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">submesh.isTangentsEnabled</span><span class="PUNC">(</span><span class="NAME">mapId</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>821</span> </span><span class="WHIT">						</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorTangentSpace</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getVectorVectorTangentSpace</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">[</span><span class="NAME">mapId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>822</span> </span><span class="WHIT">						</span><span class="NAME">this.calculateTangentSpacesInternal</span><span class="PUNC">(</span><span class="NAME">submesh</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">mapId</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">vectorTangentSpace</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>823</span> </span><span class="WHIT">					</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>824</span> </span><span class="WHIT">				</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>825</span> </span><span class="WHIT">			</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>826</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>827</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>828</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>829</span> 
<span class='line'>830</span> </span><span class="COMM">/**
<span class='line'>831</span> 	Set the normalization flag.&lt;br />
<span class='line'>832</span> 	This function sets the normalization flag on or off. If off, the normals calculated by Cal3D will not be normalized. Instead, 
<span class='line'>833</span> 	this transform is left up to the user.
<span class='line'>834</span> 	@param {boolean} normalize The normalization flag.
<span class='line'>835</span> */</span><span class="WHIT">
<span class='line'>836</span> </span><span class="NAME">Cal3D.CalPhysique.prototype.setNormalization</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">normalize</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>837</span> </span><span class="WHIT">	</span><span class="NAME">this.m_normalize</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normalize</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>838</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>839</span> 
<span class='line'>840</span> </span><span class="COMM">/**
<span class='line'>841</span> 	Set the scale factor along the X-axis.&lt;br />
<span class='line'>842</span> 	@param {number} factor The scale factor.
<span class='line'>843</span> */</span><span class="WHIT">
<span class='line'>844</span> </span><span class="NAME">Cal3D.CalPhysique.prototype.setAxisFactorX</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">factor</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>845</span> </span><span class="WHIT">	</span><span class="NAME">this.m_axisFactorX</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">factor</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>846</span> </span><span class="WHIT">	</span><span class="NAME">this.m_normalize</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">;</span><span class="WHIT">	</span><span class="WHIT">
<span class='line'>847</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>848</span> 
<span class='line'>849</span> </span><span class="COMM">/**
<span class='line'>850</span> 	Set the scale factor along the Y-axis.&lt;br />
<span class='line'>851</span> 	@param {number} factor The scale factor.
<span class='line'>852</span> */</span><span class="WHIT">
<span class='line'>853</span> </span><span class="NAME">Cal3D.CalPhysique.prototype.setAxisFactorY</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">factor</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>854</span> </span><span class="WHIT">	</span><span class="NAME">this.m_axisFactorY</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">factor</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>855</span> </span><span class="WHIT">	</span><span class="NAME">this.m_normalize</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">;</span><span class="WHIT">	</span><span class="WHIT">
<span class='line'>856</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>857</span> 
<span class='line'>858</span> </span><span class="COMM">/**
<span class='line'>859</span> 	Set the scale factor along the Z-axis.&lt;br />
<span class='line'>860</span> 	@param {number} factor The scale factor.
<span class='line'>861</span> */</span><span class="WHIT">
<span class='line'>862</span> </span><span class="NAME">Cal3D.CalPhysique.prototype.setAxisFactorZ</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">factor</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>863</span> </span><span class="WHIT">	</span><span class="NAME">this.m_axisFactorZ</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">factor</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>864</span> </span><span class="WHIT">	</span><span class="NAME">this.m_normalize</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">;</span><span class="WHIT">	</span><span class="WHIT">
<span class='line'>865</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>866</span> 
<span class='line'>867</span> </span><span class="COMM">/**
<span class='line'>868</span> 	@private
<span class='line'>869</span> */</span><span class="WHIT">
<span class='line'>870</span> </span><span class="NAME">Cal3D.CalPhysique.prototype.calculateVerticesAndNormalsInternal</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">submesh</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">veritces</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">normals</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>871</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">veritces.length</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NAME">submesh.getVertexCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">normals.length</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NAME">submesh.getVertexCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>872</span> </span><span class="WHIT">		</span><span class="KEYW">throw</span><span class="WHIT"> </span><span class="STRN">'internal error: buffer is not large enough to contain all the vertex/normal data'</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>873</span> 
<span class='line'>874</span> </span><span class="WHIT">	</span><span class="COMM">// get bone vector of the skeleton</span><span class="WHIT">
<span class='line'>875</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorBone</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_model.getSkeleton</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorBone</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>876</span> 
<span class='line'>877</span> </span><span class="WHIT">	</span><span class="COMM">// get vertex vector of the core submesh</span><span class="WHIT">
<span class='line'>878</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorVertex</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>879</span> 
<span class='line'>880</span> </span><span class="WHIT">	</span><span class="COMM">// get physical property vector of the core submesh</span><span class="WHIT">
<span class='line'>881</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorPhysicalProperty</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorPhysicalProperty</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>882</span> 
<span class='line'>883</span> </span><span class="WHIT">	</span><span class="COMM">// get the number of vertices</span><span class="WHIT">
<span class='line'>884</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getVertexCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>885</span> 
<span class='line'>886</span> </span><span class="WHIT">	</span><span class="COMM">// get the sub morph target vector from the core sub mesh</span><span class="WHIT">
<span class='line'>887</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorSubMorphTarget</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorCoreSubMorphTarget</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>888</span> 
<span class='line'>889</span> </span><span class="WHIT">	</span><span class="COMM">// calculate the base weight</span><span class="WHIT">
<span class='line'>890</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getBaseWeight</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>891</span> 
<span class='line'>892</span> </span><span class="WHIT">	</span><span class="COMM">// get the number of morph targets</span><span class="WHIT">
<span class='line'>893</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">morphTargetCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getMorphTargetWeightCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>894</span> 
<span class='line'>895</span> </span><span class="WHIT">	</span><span class="COMM">// calculate all submesh vertices</span><span class="WHIT">
<span class='line'>896</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">v</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>897</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">n</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>898</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">position</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>899</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">normal</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>900</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">&lt;</span><span class="NAME">vertexCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>901</span> </span><span class="WHIT">		</span><span class="COMM">// get the vertex</span><span class="WHIT">
<span class='line'>902</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>903</span> 
<span class='line'>904</span> </span><span class="WHIT">		</span><span class="COMM">// blend the morph targets</span><span class="WHIT">
<span class='line'>905</span> </span><span class="WHIT">		</span><span class="NAME">position.assign</span><span class="PUNC">(</span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>906</span> </span><span class="WHIT">		</span><span class="NAME">normal.assign</span><span class="PUNC">(</span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>907</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>908</span> </span><span class="WHIT">			</span><span class="NAME">position.x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.position.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>909</span> </span><span class="WHIT">			</span><span class="NAME">position.y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.position.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>910</span> </span><span class="WHIT">			</span><span class="NAME">position.z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.position.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>911</span> </span><span class="WHIT">			</span><span class="NAME">normal.x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.normal.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>912</span> </span><span class="WHIT">			</span><span class="NAME">normal.y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.normal.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>913</span> </span><span class="WHIT">			</span><span class="NAME">normal.z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.normal.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>914</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>915</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>916</span> </span><span class="WHIT">			</span><span class="NAME">position.x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.position.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>917</span> </span><span class="WHIT">			</span><span class="NAME">position.y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.position.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>918</span> </span><span class="WHIT">			</span><span class="NAME">position.z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.position.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>919</span> </span><span class="WHIT">			</span><span class="NAME">normal.x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.normal.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>920</span> </span><span class="WHIT">			</span><span class="NAME">normal.y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.normal.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>921</span> </span><span class="WHIT">			</span><span class="NAME">normal.z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">vertex.normal.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>922</span> 
<span class='line'>923</span> </span><span class="WHIT">			</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">morphTargetId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">morphTargetId</span><span class="PUNC">&lt;</span><span class="NAME">morphTargetCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">morphTargetId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>924</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">blendVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorSubMorphTarget</span><span class="PUNC">[</span><span class="NAME">morphTargetId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">getVectorBlendVertex</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>925</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getMorphTargetWeight</span><span class="PUNC">(</span><span class="NAME">morphTargetId</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>926</span> </span><span class="WHIT">				</span><span class="NAME">position.x</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.position.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>927</span> </span><span class="WHIT">				</span><span class="NAME">position.y</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.position.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>928</span> </span><span class="WHIT">				</span><span class="NAME">position.z</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.position.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>929</span> </span><span class="WHIT">				</span><span class="NAME">normal.x</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.normal.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>930</span> </span><span class="WHIT">				</span><span class="NAME">normal.y</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.normal.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>931</span> </span><span class="WHIT">				</span><span class="NAME">normal.z</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">currentWeight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">blendVertex.normal.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>932</span> </span><span class="WHIT">			</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>933</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>934</span> 
<span class='line'>935</span> </span><span class="WHIT">		</span><span class="COMM">// initialize vertex</span><span class="WHIT">
<span class='line'>936</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">x</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">y</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>937</span> </span><span class="WHIT">		</span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>938</span> </span><span class="WHIT">		</span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>939</span> </span><span class="WHIT">		</span><span class="NAME">z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>940</span> 
<span class='line'>941</span> </span><span class="WHIT">		</span><span class="COMM">// initialize normal</span><span class="WHIT">
<span class='line'>942</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">nx</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">ny</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">nz</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>943</span> </span><span class="WHIT">		</span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>944</span> </span><span class="WHIT">		</span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>945</span> </span><span class="WHIT">		</span><span class="NAME">nz</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>946</span> 
<span class='line'>947</span> </span><span class="WHIT">		</span><span class="COMM">// blend together all vertex influences</span><span class="WHIT">
<span class='line'>948</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">influenceCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.vectorInfluence.length</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>949</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">influenceCount</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>950</span> </span><span class="WHIT">			</span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">position.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>951</span> </span><span class="WHIT">			</span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">position.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>952</span> </span><span class="WHIT">			</span><span class="NAME">z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">position.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>953</span> </span><span class="WHIT">			</span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>954</span> </span><span class="WHIT">			</span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>955</span> </span><span class="WHIT">			</span><span class="NAME">nz</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>956</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT"> </span><span class="WHIT">
<span class='line'>957</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>958</span> </span><span class="WHIT">			</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">influenceId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">influenceId</span><span class="PUNC">&lt;</span><span class="NAME">influenceCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">influenceId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>959</span> </span><span class="WHIT">				</span><span class="COMM">// get the influence</span><span class="WHIT">
<span class='line'>960</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">influence</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.vectorInfluence</span><span class="PUNC">[</span><span class="NAME">influenceId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>961</span> 
<span class='line'>962</span> </span><span class="WHIT">				</span><span class="COMM">// get the bone of the influence vertex</span><span class="WHIT">
<span class='line'>963</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">bone</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorBone</span><span class="PUNC">[</span><span class="NAME">influence.boneId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>964</span> 
<span class='line'>965</span> </span><span class="WHIT">				</span><span class="COMM">// transform vertex with current state of the bone</span><span class="WHIT">
<span class='line'>966</span> </span><span class="WHIT">				</span><span class="NAME">v.assign</span><span class="PUNC">(</span><span class="NAME">position</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>967</span> </span><span class="WHIT">				</span><span class="NAME">v.multMatrixLocal</span><span class="PUNC">(</span><span class="NAME">bone.getTransformMatrix</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>968</span> </span><span class="WHIT">				</span><span class="NAME">v.addLocal</span><span class="PUNC">(</span><span class="NAME">bone.getTranslationBoneSpace</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>969</span> </span><span class="WHIT">				</span><span class="WHIT">
<span class='line'>970</span> </span><span class="WHIT">				</span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">v.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>971</span> </span><span class="WHIT">				</span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">v.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>972</span> </span><span class="WHIT">				</span><span class="NAME">z</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">v.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>973</span> 
<span class='line'>974</span> </span><span class="WHIT">				</span><span class="COMM">// transform normal with current state of the bone</span><span class="WHIT">
<span class='line'>975</span> </span><span class="WHIT">				</span><span class="NAME">n.assign</span><span class="PUNC">(</span><span class="NAME">normal</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>976</span> </span><span class="WHIT">				</span><span class="NAME">n.multMatrixLocal</span><span class="PUNC">(</span><span class="NAME">bone.getTransformMatrix</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>977</span> 
<span class='line'>978</span> </span><span class="WHIT">				</span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">n.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>979</span> </span><span class="WHIT">				</span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">n.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>980</span> </span><span class="WHIT">				</span><span class="NAME">nz</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">n.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>981</span> </span><span class="WHIT">			</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>982</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>983</span> 
<span class='line'>984</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="PUNC">!</span><span class="NAME">veritces</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>985</span> </span><span class="WHIT">			</span><span class="NAME">veritces</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>986</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="PUNC">!</span><span class="NAME">normals</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>987</span> </span><span class="WHIT">			</span><span class="NAME">normals</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>988</span> 
<span class='line'>989</span> </span><span class="WHIT">		</span><span class="COMM">// save vertex position</span><span class="WHIT">
<span class='line'>990</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getSpringCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">></span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">&&</span><span class="WHIT"> </span><span class="NAME">submesh.hasInternalData</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>991</span> </span><span class="WHIT">			</span><span class="COMM">// get the pgysical property of the vertex</span><span class="WHIT">
<span class='line'>992</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">physicalProperty</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorPhysicalProperty</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>993</span> 
<span class='line'>994</span> </span><span class="WHIT">			</span><span class="COMM">// assign new vertex position if there is no vertex weight</span><span class="WHIT">
<span class='line'>995</span> </span><span class="WHIT">			</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">physicalProperty.weight</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>996</span> </span><span class="WHIT">				</span><span class="NAME">veritces</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">assign</span><span class="PUNC">(</span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorX</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorY</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">z</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorZ</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>997</span> </span><span class="WHIT">			</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>998</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>999</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>1000</span> </span><span class="WHIT">			</span><span class="NAME">veritces</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">assign</span><span class="PUNC">(</span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorX</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorY</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">z</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorZ</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1001</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>1002</span> 
<span class='line'>1003</span> </span><span class="WHIT">		</span><span class="COMM">// re-normalize normal if necessary</span><span class="WHIT">
<span class='line'>1004</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">this.m_normalize</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>1005</span> </span><span class="WHIT">			</span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorX</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1006</span> </span><span class="WHIT">			</span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorY</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1007</span> </span><span class="WHIT">			</span><span class="NAME">nz</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorZ</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1008</span> 
<span class='line'>1009</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">scale</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NAME">Math.sqrt</span><span class="PUNC">(</span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NAME">nz</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">nz</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1010</span> 
<span class='line'>1011</span> </span><span class="WHIT">			</span><span class="NAME">normals</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">assign</span><span class="PUNC">(</span><span class="NAME">nx</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">scale</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">ny</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">scale</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">nz</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">scale</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1012</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>1013</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>1014</span> </span><span class="WHIT">			</span><span class="NAME">normals</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">assign</span><span class="PUNC">(</span><span class="NAME">nx</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">ny</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">nz</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1015</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>1016</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>1017</span> 
<span class='line'>1018</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">vertexCount</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1019</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1020</span> 
<span class='line'>1021</span> </span><span class="COMM">/**
<span class='line'>1022</span> 	@private
<span class='line'>1023</span> */</span><span class="WHIT">
<span class='line'>1024</span> </span><span class="NAME">Cal3D.CalPhysique.prototype.calculateTangentSpacesInternal</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">submesh</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">mapId</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">tangentSpaces</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>1025</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">mapId</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">mapId</span><span class="WHIT"> </span><span class="PUNC">>=</span><span class="WHIT"> </span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorVectorTangentSpace</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">length</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>1026</span> </span><span class="WHIT">		</span><span class="KEYW">throw</span><span class="WHIT"> </span><span class="STRN">'internal error: mapId is out of range'</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1027</span> 
<span class='line'>1028</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">tangentSpaces.length</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NAME">submesh.getVertexCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>1029</span> </span><span class="WHIT">		</span><span class="KEYW">throw</span><span class="WHIT"> </span><span class="STRN">'internal error: buffer is not large enough to contain all the tangent space data'</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1030</span> 
<span class='line'>1031</span> </span><span class="WHIT">	</span><span class="COMM">// get bone vector of the skeleton</span><span class="WHIT">
<span class='line'>1032</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorBone</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_model.getSkeleton</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorBone</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1033</span> 
<span class='line'>1034</span> </span><span class="WHIT">	</span><span class="COMM">// get vertex vector of the submesh</span><span class="WHIT">
<span class='line'>1035</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorVertex</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1036</span> 
<span class='line'>1037</span> </span><span class="WHIT">	</span><span class="COMM">// get tangent space vector of the submesh</span><span class="WHIT">
<span class='line'>1038</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorTangentSpace</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorVectorTangentSpace</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">[</span><span class="NAME">mapId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1039</span> 
<span class='line'>1040</span> </span><span class="WHIT">	</span><span class="COMM">// get the number of vertices</span><span class="WHIT">
<span class='line'>1041</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">submesh.getVertexCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1042</span> 
<span class='line'>1043</span> </span><span class="WHIT">	</span><span class="COMM">// calculate tangent for all submesh vertices</span><span class="WHIT">
<span class='line'>1044</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">v</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1045</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">&lt;</span><span class="NAME">vertexCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>1046</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">tangentSpace</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorTangentSpace</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1047</span> 
<span class='line'>1048</span> </span><span class="WHIT">		</span><span class="COMM">// get the vertex</span><span class="WHIT">
<span class='line'>1049</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1050</span> 
<span class='line'>1051</span> </span><span class="WHIT">		</span><span class="COMM">// initialize tangent</span><span class="WHIT">
<span class='line'>1052</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">tx</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">ty</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">tz</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1053</span> </span><span class="WHIT">		</span><span class="NAME">tx</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1054</span> </span><span class="WHIT">		</span><span class="NAME">ty</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1055</span> </span><span class="WHIT">		</span><span class="NAME">tz</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1056</span> 
<span class='line'>1057</span> </span><span class="WHIT">		</span><span class="COMM">// blend together all vertex influences</span><span class="WHIT">
<span class='line'>1058</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">influenceCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.vectorInfluence.length</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1059</span> </span><span class="WHIT">		</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">influenceId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">influenceId</span><span class="PUNC">&lt;</span><span class="NAME">influenceCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">influenceId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>1060</span> </span><span class="WHIT">			</span><span class="COMM">// get the influence</span><span class="WHIT">
<span class='line'>1061</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">influence</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.vectorInfluence</span><span class="PUNC">[</span><span class="NAME">influenceId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1062</span> 
<span class='line'>1063</span> </span><span class="WHIT">			</span><span class="COMM">// get the bone of the influence vertex</span><span class="WHIT">
<span class='line'>1064</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">bone</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorBone</span><span class="PUNC">[</span><span class="NAME">influence.boneId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1065</span> 
<span class='line'>1066</span> </span><span class="WHIT">			</span><span class="COMM">// transform normal with current state of the bone</span><span class="WHIT">
<span class='line'>1067</span> </span><span class="WHIT">			</span><span class="NAME">v.assign</span><span class="PUNC">(</span><span class="NAME">tangentSpace.tangent</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1068</span> </span><span class="WHIT">			</span><span class="NAME">v.multMatrixLocal</span><span class="PUNC">(</span><span class="NAME">bone.getTransformMatrix</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1069</span> 
<span class='line'>1070</span> </span><span class="WHIT">			</span><span class="NAME">tx</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">v.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1071</span> </span><span class="WHIT">			</span><span class="NAME">ty</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">v.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1072</span> </span><span class="WHIT">			</span><span class="NAME">tz</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">influence.weight</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">v.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1073</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>1074</span> 
<span class='line'>1075</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="PUNC">!</span><span class="NAME">tangentSpaces</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>1076</span> </span><span class="WHIT">			</span><span class="NAME">tangentSpaces</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalCoreSubmesh.TangentSpace</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1077</span> 
<span class='line'>1078</span> </span><span class="WHIT">		</span><span class="COMM">// re-normalize tangent if necessary</span><span class="WHIT">
<span class='line'>1079</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">this.m_normalize</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>1080</span> </span><span class="WHIT">			</span><span class="NAME">tx</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorX</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1081</span> </span><span class="WHIT">			</span><span class="NAME">ty</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorY</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1082</span> </span><span class="WHIT">			</span><span class="NAME">tz</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_axisFactorZ</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1083</span> 
<span class='line'>1084</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">scale</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NAME">Math.sqrt</span><span class="PUNC">(</span><span class="NAME">tx</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">tx</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NAME">ty</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">ty</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NAME">tz</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">tz</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1085</span> 
<span class='line'>1086</span> </span><span class="WHIT">			</span><span class="NAME">tangentSpaces</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">tangent.assign</span><span class="PUNC">(</span><span class="NAME">tx</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">scale</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">ty</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">scale</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">tz</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">scale</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1087</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>1088</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>1089</span> </span><span class="WHIT">			</span><span class="NAME">tangentSpaces</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">tangent.assign</span><span class="PUNC">(</span><span class="NAME">tx</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">ty</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">tz</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1090</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>1091</span> 
<span class='line'>1092</span> </span><span class="WHIT">		</span><span class="NAME">tangentSpaces</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">crossFactor</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">tangentSpace.crossFactor</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1093</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>1094</span> 
<span class='line'>1095</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">vertexCount</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1096</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>1097</span> </span></pre></body></html>